﻿using System;
using UnityEngine;

namespace FBSAssist
{
	// Token: 0x0200058A RID: 1418
	public class TimeProgressCtrlRandom : TimeProgressCtrl
	{
		// Token: 0x060021FB RID: 8699 RVA: 0x00134D74 File Offset: 0x00132F74
		public TimeProgressCtrlRandom() : base(0.15f)
		{
		}

		// Token: 0x060021FC RID: 8700 RVA: 0x00134D98 File Offset: 0x00132F98
		public virtual void Init(float min, float max)
		{
			this.minTime = min;
			this.maxTime = max;
			base.SetProgressTime(UnityEngine.Random.Range(this.minTime, this.maxTime));
			base.Start();
		}

		// Token: 0x060021FD RID: 8701 RVA: 0x00134DC8 File Offset: 0x00132FC8
		public new virtual float Calculate()
		{
			float num = base.Calculate();
			if (num == 1f)
			{
				base.SetProgressTime(UnityEngine.Random.Range(this.minTime, this.maxTime));
				base.Start();
			}
			return num;
		}

		// Token: 0x060021FE RID: 8702 RVA: 0x00134E08 File Offset: 0x00133008
		public virtual float Calculate(float _minTime, float _maxTime)
		{
			this.minTime = _minTime;
			this.maxTime = _maxTime;
			return this.Calculate();
		}

		// Token: 0x04002A74 RID: 10868
		protected float minTime = 0.1f;

		// Token: 0x04002A75 RID: 10869
		protected float maxTime = 0.2f;
	}
}
